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- This paste contains background information and my notes for the writing submission I included with my application to Bethesda.
- Update: You can find it in my pastebin under "Bethesda Thing".
- GENERAL SETTING STUFF:
- Few years after the Great War
- Just outside a small military base used as a secret ELF pre-warstation
- Based on Project ELF from the Cold War in N. WI and MI
- This one's in Oregon
- Small group of survivors; 1 older male - former Army engineer, 1 middle aged male - former Naval Office, 1 middle aged female - pharmacist, 2 20s-30s females - no relevant skills, 2males 20s-30s - no relevant skills
- Area not hit hard by bombs, one hit near base, others 10-15+ miles from area
- Light radiation in area-heavier near the base
- Base structurly sound, some damage to the side
- ELF mostly in tact, some cables broken that can be fixed with more cable or various Repair checks ranging from 25-90
- Town nearby has Super-Duper Mart, new shipment of Mr. Handy's arrived before war, can be found and looted for copper wire to fix the cables
- Similar nuclear reactor as a Vault
- Engineer can repair, will need outside source to jump start it = half dozen Fussion Batteries or Science of 75+1Battery or Repair 90-[use pip-boy]
- Town nearby has auto-parts store, Fussion Batteries replaced car batteries or some shit, so find them there, if needed.
- MAIN CHARACTER/PLAYER INFO:
- View point/player is a single man who got accepted into the regional Vault.
- "Air raid sirens sound, but very few people heed the warning, thinking it is a false alarm." -Bethesda
- Character did not make it to the Vault
- Survived for a few years on his own
- Comes across the group of survivors pinned down by a local Raider/Gang faction called [NAME] upon entering [TOWN]
- DETAILED WALK THROUGH:
- >One of them spots the player and calls for help
- >Kill the raiders, talk with Naval Officer if he survives
- >Will mention going to the base nearby to check the damage, see if there's anything useful, if you want to tag along [Map marker added if not discovered already]
- >Survivors will follow a path to the base, can follow them, get their first and wait, or leave and meet them there at a later time
- >Naval Officer will tell what the base was for and that they hope to get it running again to see if there are any subs that survived the Great War/still at sea, says talk to the engineer
- >Engineer reports on the state of the building and what needs repairs [see above]
- >Talking with pharmacist will give optional objective to check the pharmacy for medicine for one of the young men [Optional Medicine 50+Stimpak]
- >Repair the cables with copper wire from town or Repair skill
- >Get nuclear reactor running with batteries/science+battery/Repair
- >Locate transmission codes, either on a Hard terminal, or hidden somewhere deep in the base
- >Return to control panel; option to send the code to tell any subs still out there to radio in or to tell them to continue radio silence
- >Naval Officer: 'diode takes a while to send signals, check back tomorrow' [3 letter code takes 15 minutes to send irl]
- >Wait/leave for 24+ hours, come back
- >N.O. reports they either made contact and are going to meet them at the coast or that no one's responded
- >Will thank the character and either leave or stay in the base with plans to fortify it and make it a perm. base
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